Il don't  see the need to expose the core either, you can already create a
whole dcc by yourself. You can extend the Splice standalone and add as many
feature as you want. You can add/derive/modify all the KL objects. You can
draw whatever you want in modern opengl and interact with the objects in
the viewport. Integrate. c++ libraries and finally customize the ui with QT.
What would you like to do by changing the core?
Le 12 déc. 2014 06:00, "Thomas Mansencal" <[email protected]> a
écrit :

> Excellent! I'm not a rigger but my friends rigger are now aware :)
>
> On Fri Dec 12 2014 at 10:31:36 AM Sebastien Sterling <
> [email protected]> wrote:
>
>>
>> Hot shit this stuff looks cool, just make a DCC already :P
>>
>> Na i get why that can't be a priority right now, still all this awsome...
>>
>> We are hungry for more i'm sure :) so congrats to all and to you Paul.
>>
>>
>>
>> On 12 December 2014 at 08:23, Nicolas Esposito <[email protected]> wrote:
>>>
>>> Great job guys!
>>>
>>> I'm very interested especially regarding the DeltaMush modifier, looks
>>> fantastic!
>>>
>>> Very interesting is the Blendshapes rig...about that I'm thinking that
>>> the debugging of the blendshape could be used for realtime deformation (
>>> displacement or wrinkle maps ) that triggers automatically ( ala Facerobot
>>> but much quicker ).
>>>
>>> I'm still not familiar with Fabric Engine so pardon my questions but:
>>> - Regarding the captain atom rig, if I understood correctly you are able
>>> via Alembic to bake all the deformation you setup with the Rigging Toolbox
>>> and then via script apply those deformation on the source mesh itself,
>>> right? so, after I did all the deformations I want I can simply bake those
>>> deformations with a script and then export the rig itself in FBX and those
>>> deformations are baked in, right?
>>>
>>> - Same question, but related to tge blendshape rig...at 22.10 the
>>> locator is described as a container which holds the geometry, but there's
>>> no actual geometry in the scene...in this case how the export in FBX would
>>> work?
>>>
>>> Cheers guys, this looks awesome!
>>>
>>> 2014-12-12 3:46 GMT+01:00 Paul Doyle <[email protected]>:
>>>>
>>>> Hi Guy - no, we're not planning to open-source the core. Thanks for the
>>>> analysis of our client base and users ;)
>>>>
>>>> Paul
>>>>
>>>> On 11 December 2014 at 21:28, Guy Rabiller <[email protected]>
>>>> wrote:
>>>>>
>>>>>
>>>>> Hi Paul,
>>>>>
>>>>> Still no plan to make the Core open sourced (perhaps dual licensed ala
>>>>> Oracle) and available to open sourced projects ?
>>>>>
>>>>> I see you are now in need for more users/clients, perhaps this could
>>>>> be the right time ?
>>>>>
>>>>> Cheers,
>>>>> Guy.
>>>>> --
>>>>>
>>>>> guy rabiller | radfac founder | raa.tel
>>>>>
>>>>>
>>>>> On 11/12/14 22:48, Paul Doyle wrote:
>>>>>
>>>>>  (X-Post from 3DPro)
>>>>>
>>>>>  Hi everyone - something that has come up a few times with customers
>>>>> has been 'can you give us some sample deformers written in KL for us to 
>>>>> get
>>>>> started?'. The Rigging Toolbox is our pass at doing just that: a public
>>>>> repo where people can see how we've approached things like delta mush (is
>>>>> it too late to be considered part of the DM hype train?) and contribute
>>>>> back their own work if they want to.
>>>>>
>>>>>  video here: https://vimeo.com/114272905
>>>>>  website + link to repo: http://fabricengine.com/rigging-toolbox/
>>>>>
>>>>>  "The Rigging Toolbox provides a collection of production relevant
>>>>> tools that can be used when building character pipelines using Fabric
>>>>> Engine. These tools can be used as is, or purely as reference as you build
>>>>> your own implementations. Recently we have added a suite of deformers and
>>>>> are now working on leveraging our GPU compute capabilities with these
>>>>> deformers."
>>>>>
>>>>> The rigging toolbox works in Maya, Max and Softimage with our Splice
>>>>> plugin, so this all has the usual Fabric benefits of encapsulation and
>>>>> portability. As we move to visual programming next year, this work will 
>>>>> all
>>>>> be compatible there as well.
>>>>>
>>>>>  Last infomercial piece: http://fabricengine.com/get-fabric/ Fabric
>>>>> is free for individuals and we're giving 50 free licenses to studios, 
>>>>> which
>>>>> helps when you're hoping people will contribute to a project like this.
>>>>>
>>>>> Thanks,
>>>>>
>>>>> Paul
>>>>>
>>>>>
>>>>>

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